Yeah, can you not tell which car???Holy S**t lol. Is there a car in there somewhere?
Yeah, can you not tell which car???![]()
This actually works, you just need to change and save the values into "~\Documents\Assetto Corsa\cfg\extension\particles_fx.ini
View attachment 882491
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So the brightness can be changed here... but not the colour temperature? There's no RGB values, like there is in the other sparks config.This actually works, you just need to change and save the values into "~\Documents\Assetto Corsa\cfg\extension\particles_fx.ini
I'm assuming so as I just increased the values a fair bit:So the brightness can be changed here... but not the colour temperature? There's no RGB values, like there is in the other sparks config.
Yours look more 'yellow' than mine in your image though. Is that just brightness adjustment?
Nicely done! Looks a lot better with those values now, I reckon.I'm assuming so as I just increased the values a fair bit:
BRIGHTNESS_BASE=16
BRIGHTNESS_EXTRA=16
is what are in those pics.
Ah, good find! I tried the recommendations (and actually increased the 'life' a bit more to 2.5) and sparks look a lot better now, especially with the earlier brightness fix.
If you want a sparky car to test them, try the Kakusso Bentley Continental GT3 2013. That thing spits sparks like a Catherine wheel on bonfire night.
I think so, they look familiar. Away from my rig for the night now.All good, and yeah I'll try that Bentley out. Not surprised it's a spark spitting wonder wheel as I don't think you could fit a rizla paper under that thing it's so low.
Are these the values you used?
BRIGHTNESS_BASE=16
BRIGHTNESS_EXTRA=16
FADING_BASE=0.2
FADING_LIFE_LEFT_K=2.5
It works perfectly. Try it yourself.Only thing with that vid, it was made in April, maybe around the time of shader preview74 and up and the code for sparks were completely different then today. So I highly doubt if you tried to copy that .ini in the vid that the sparks would look like they do in the vid.
Dont have time to see, maybe someone can and post some shots, would be curious to see with the different code.
I will upgrade my hardware at some point but I think I'll wait a card generation or two so that VR HMDs have had more time to mature as well. It'll likely be a complete overhaul of my entire system, which ain't gonna be cheap. In the meantime I really am quite happy with my current setup, especially now that I can unlock a load of juice that was powering things I don't really need cough*SOL*cough.
Testing this afternoon proves that I can reactivate CSP and keep everything on as previously, except WeatherFX/Sol. I'm actually getting 3-4 more FPS than I was last night with CSP completely deactivated, so those CSP CPU/GPU optimisations do seem to be working their magic. It really does seem like Sol is what's been bogging my system down, and I'm totally serious when I say my game, on my system, in my HMD, with my settings, looks better to me without it (I thought it prudent to add those qualifiers in italics as it's purely subjective opinion). Other cars look more real somehow, eg the back of the Kunos MP4-12C GT3 is now nicely detailed, whereas before, when behind one, it's arse was hidden in murky shadow.
I'm happy. AC's had new life breathed into it. I didn't realise it but I've been subconsciously wondering before every 8-AI race whether I was going to get stutters, but now I can run 20 cars with impudence. Feels good, man.
Very interesting! How does it look compared to Sol? Any other advantages or limits?I'm a Patreon contributor for CSP and can tell you that Ilja is currently developing/testing an alternative Weather FX module that means you won't need to run SOL soon, if you want to consume less processing resources, or just don't want to run it. I have it on my PC already and it will save you at least 3-4 FPS, or more. I haven't tested it much yet, but I think I saved up to 7-8fps on some sections of Fonteny with 22 cars running at 7.30am. It also produces cloud shadows and will have its own control panel where you can adjust cloud density and other bits 'n pieces.
Sounds promising. I'd totally forgotten that Ilja was working on this after seeing it mentioned in vague terms on the CSP discord quite a long time ago. I guess the clouds are volumetric and procedural in a similar way to the new smoke?It's very much in the 'early development' phase right now, but it looks promising to me. Ilja still rates the look of the clouds themselves as 'sad', which is a bit harsh. You can definitely see it has lots of potential. At this point, the cloud textures look a little low-res to me, but they're pretty dynamic looking, with lots of variety of cloud shapes and forms. The big thing is that he's trying to make it less resource intensive than SOL. Obviously that's the most important factor of all!
Can't really give you too much info and the advantages or limitations at this point. There has only been one very basic build so far, but I think Ilja's got much more underway with a new app to control cloud density, speed of formation changes, etc. I'm really looking forward to seeing how it develops.
I like Sol, but the biggest disadvantage is not the clouds else how looks the sun. No good sunrays, especially at sunset, it looks like a normal planet. I hoped that Peter can solve this problem, but after this longtime I dońt think so. That is in vanilla so much better, but all the possibilities whatPeter did, is really great.Ilja says he tried volumetric clouds but they were "way too expensive and/or noisy"... so he's come up with something else. Your guess is as good as mine what that actually is!
This is pretty much down to the PPFilter. If you adjust LENGTH and (I think) ANGLE_ATTENUATION under [GODRAYS] then you will get the effect you are looking for.I like Sol, but the biggest disadvantage is not the clouds else how looks the sun. No good sunrays, especially at sunset, it looks like a normal planet. I hoped that Peter can solve this problem, but after this longtime I dońt think so. That is in vanilla so much better, but all the possibilities whatPeter did, is really great.
Sounds promising. I'd totally forgotten that Ilja was working on this after seeing it mentioned in vague terms on the CSP discord quite a long time ago. I guess the clouds are volumetric and procedural in a similar way to the new smoke?
Talking of weather, following my adventures over the past couple of days and reversion to vanilla weather, I reactivated Sol to run further benches and somehow, amazingly, got almost all of my performance back. There must have been some rogue setting or repeating memory leak (this can happen with Sol, apparently) that was borking my performance. Anyway, I'm now back to running large grids with Sol active again. I just need to find a good PP filter now that gives a natural look in VR on the Rift.
A good guide by Andrew_WOT over on RD for CSP/SOL/Nvidia settings that I use (also have a Samsung Odyssey Plus)
I changed a few things to my liking and for performance but the _SOL_HC filter makes quite a difference in clarity for me.
Just ticking it off then on again (with vanilla testing in between). My situation might well be unique though, I don't think this will be some magical universal fix.Do you mean reactivated via clicking the tick box on or off? or did you do a clean install of SOL?